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upai_nai

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Posts posted by upai_nai

  1. Coaction drift with growing power doesnt see to work properly in the simulacrum. The growing power buff is not increased by coaction drift. Growing power working fine.

    Edit: Doesnt seem to work in ingame missions aswell.

  2. 1 hour ago, WarRelic said:

    Maybe it drops the combo multiplier back by one step or bracket. so at 2 brackets you get one Melee ultimate and still have the first brackets multiplier.

    Maybe at one bracket you get to use half strength version and keep the first multiplier as well.

    Maybe at 3 it's forced crits and and 4 it's lethal damage? 

    Or maeb u build up the combo counter super fast.... Say  3 hits per lvl and spend then on each heavy attack.... U use some light attacks... Then some heavy attacks and that how it goes... Also u could store up some combo counter in form of stacks say 6-8 so u can spend them on priority targets...

  3. 4 minutes ago, WarRelic said:

    If it's not lethal damage then I don't see how it will scale with late game, high end enemies if once it's used the counter resets.

    Thats the part they dont let us kno.... The mist will clear out eventually....

     

  4. 5 minutes ago, WarRelic said:

    It could statistically display range as an average range or X to Y range limit. I'm more concerned about the heavy damage attacks being meaningful.

    I'm wondering if some kind of lethal finisher counter/stack could be stored up via the combo meter and auto lock on x targets within x range almost in the same fashion as Ashs' BladeStorm but using any Warframe with each weapons finisher animations, maybe?... Like a melee ultimate that's fueled by the combo multiplier.

    Addressing channeling and tying it to block-combos or just plain block is interesting. Shield & weapon combos would be the main (only?) beneficiary with the current Channeling mods? I'm not sure where they're going with this one...  

    To me... Heavy attacks seem like the melee ultimate that will be fueled by the combo meter which will be used up by it.... And build up by normal light melee attacks.... Seems good on paper.... Dont kno how it'll turn up though....

     

  5. 1 minute ago, Antaeon said:

    The main reason range isn't already a stat in the arsenal for melee is because different animations have different ranges, meaning there isn't a fixed value to display.

    With the melee rework can't we have a specific range simce they said the size of the weapon will somewhat determine the range.... I kno different attacks have diff range but the difference is not that high tbh.... Imo habing somethn to look at is better than being blind...

  6. After reading about the melee rework i literally got excited.... It sounds gr8 and seems fun... Everything lacks detail now but i'm sure the mist will clear out soon.... I have a tiny suggestion on my part... A segment showing the melee range on the weapon stats colomn can be introducted so that we can can see and know what the range of the weapon is and how the reach mod reacts to it....Rest everth seems great... We as a community should stop freaking out and look forward to what DE put out....i think everythn will turn out gr8... Expecting some problems in the initial stages after release but it'll be gr8 a tad-bt later.... 

     

    P.S. Heavy ground slam attacks looked a bit buggy but seems to have ton of potential... 

     

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